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Miscellaneous

Challenge of Wishes - Equipment

So, introductions and systems aside, there's really only two main aspects of any dungeon crawl: Classes and Equipment. So, before I start going into more detail about the classes, here's an introduction to the various types of equipment that can be found in Challenge of Wishes.

In general, all classes will be able to equip one armour type, maybe a shield, and up to 2 types of weapons. The types of weapons will have opposing stat balances in order to provide player choice.

So, here are the types of equipment in the game:

Armours

Light Armour
Your standard light armours. Clothing, robes, jackets, and other things made of various cloths. The sort of stuff that magical classes would find easy to move around in. Because of this, while light armour doesn't provide much in the way of Defence, it does provide a bonus to Evasion. Light Armour also tends to give a bonus to magic.

Medium Armour
Standard leathers and light mail armour. Hide jerkins, chain mail, and anything in between. Medium Armours provide a good balance between Defence and Evasion, which is good for the agile classes that rely on them to provide protection. Medium Armour also tends to give a bonus to Agility.

Heavy Armour
Standard heavy plate mail. Nothing less then the heaviest metal plates will do. As a result, Heavy Armours give next to no Evasion, but provide a lot of Defence. Heavy Armour also tends to give a bonus to Strength.


Weapons

1h Swords
Smaller swords, designed to be used in one hand so the other hand is free. Generally give Strength bonuses, and are meant to be used by classes who attack more directly.

2h Swords
Large swords, designed to be used with both hands for extra power. Generally give Strength bonuses, and their ease of use also tends to give them accuracy bonuses.

2h Axes
Large axes, designed to be used with both hands for extra power. Generally give larger Strength bonuses then 2h Swords, but are harder to use and thus have an accuracy penalty.

Maces
Metal clubs and the like, usable in one hand. They are the favoured weapons of the holy arts, and as such tend to give bonuses to magic, though they are still competent in melee.

Daggers
Small blades favoured of all kinds of rogues. Generally give Agility bonuses, but don't have much straight damage. Assassins know of the best way to use a Dagger to cause damage.

Staves
From simple walking sticks to power rods of magical energy. Staves give large bonuses to magic power, but are not really meant to be used to hit things with. But why would you? They also take up both hands.

Wands
Smaller magical implements that can shoot blasts of magical energy at foes for free. While Wands don't give as much of a magical bonus as Staves, they only take up one hand and when used in melee, fire weak ranged magical damage.

Bows
Typical low-tech ranged weapons. Uses both hands, but has good accuracy and damage.

Crossbows
The introduction of various forms of launching mechanisms gives Crossbows a power bonus over Bows, but their difficulty of use and kickback causes them to have less accuracy.

Guns
Magical weapons from far away, guns are designed specifically for the one class that uses them, and as such give bonuses to both attack and magic.


Off-hands

Shields
Typical sheets of wood and metal designed to deflect incoming attacks. Some will also give bonuses to Strength or magical power.

Orbs
Magical instruments for Mages that improve their concentration and provide a minor magical shield to increase their Defence.


So that's the various types of equipment in Challenge of Wishes. Next time, I'll start going in more detail about the various classes in the game.

Miscellaneous

Challenge of Wishes - Basic Layouts

Ok, so first I talked a bit about my philosophy for Challenge of Wishes. But that's kind of boring stuff. I bet what people really want to see is how the game will actually work, right? Well, I'm going to start talking about that today. The first in this series of posts will be a basic layout of the gameplay in Challenge of Wishes.

Challenge of Wishes will be a basic Dungeon Crawler game to help me get back into game making, but that doesn't mean I'm taking it easy with the systems. I like to think that, if nothing else, I'm still fairly good at designing mechanics.

To begin with, the players. There are four PCs in Challenge of Wishes: Young kids, best friends for years. Charles, the "leader"; Amy, the tough girl; Thomas, the explorer; and Clarise, the wuss. But none of this will generally matter once the game begins. There is not much of a story being told, other then the exploits of these children as they try to reach the bottom of the Challenge.


All forays into the Challenge will begin from the Sanctuary on the top level. The Sanctuary has all the basics needed by adventurers; a place to buy items, a place to heal, and a place to change your classes. Let's look at each of these in a bit more detail.

First, the quick one. Healing is just a matter of choosing the Recover option in the Sanctuary. Nothing fancy or unusual, but it will be made convenient. I'm not sure if I'll be making it free, but I very likely will because of the way class changing will work.

Next, the shop. The shop won't be too unusual. There will be three main shops: Items, Equipment, and Skills. Items will be your standard adventurer consumables and equipment will be your standard gear. Skills, though, is where players will buy the various abilities for the classes. Once a skill has been purchased, it will be unlocked on all the PC's classes, though some skills may have various requirements such as level or minimum stats. To purchase things from these shops, players will spend Merit they earn from defeating enemies or completing quests and accomplishments.

Lastly, class changing. There are 8+1 classes in the game, and each of the four PCs can choose of the 8 before venturing into the Challenge. Each PC has their own individual level for each class; for example, Charles could have a Level 5 Fighter, but Clarise could only have a Level 1 since she never uses that class.

Of course, you're probably now wondering what classes there are in the game. As mentioned above, there are 8 (and an extra) classes currently planned for Challenge of Wishes. The class changing system is being designed such that it would be somewhat easy to add others, in case I decide to patch in additional ones later on. The classes are:

Kid
Kid is the basic class that the children start with. While this is a class, and will be left selectable, the Challenge is far too dangerous as a child, so you will be blocked from entering without a Class Costume on. But maybe you can find away around the protection systems later...

Fighter
The RPG staple, Fighters are a master of large, two-handed melee weapons. Wearing heavy armour and wielding large swords or axes, they deal large amounts of damage with brutal physical strikes.

Paladin
Another RPG staple, Paladins are a master of defence. They wear heavy armour, shields, and can use maces or swords. Their attacks and skills draw enemy attention to themselves, protecting their allies from harm.

Cleric
Yet another RPG staple, Clerics are a master healer. They wear light armour and use maces, shields, and staves. While they're primarilly for healing the damage incurred by their allies, they do get some attack skills and can deal damage with melee attacks.

Mage
Yet again. Mages are masters of magical power. They wear light armour and use staves, wands, and orbs. They primarially deal direct magical damage, but can also restore magical power in themselves and others.

Assassin
Assassins are masters of stealth. They wear medium armour and use daggers and swords. They deal strong physical damage with twin weapons, and can also use poisons and stealth.

Ranger
Rangers are masters of the bow. They wear medium armour and use bows and crossbows. They deal strong physical damage with ranged shots, and have a variety of debuffing shots to weaken the enemy.

Spellblade
Spellblades are mages who have focused their magical energies into a blade. They wear light armour and use swords and shields. They deal medium physical damage, but focus more on a range of enchanted weapon attacks. They can also learn to spread these enchantments across all their allies' weapons, as well as a variety of additional ability buffs.

Magic Gunner
Magic Gunners are masters of a strange type of firearm. They wear medium armour and use guns. They deal medium ranged physical damage, but focus more on combining the effects of their special enchanted bullets into devestating magical attacks.


So that's the basic layout of Challenge of Wishes. Next time I'll go into a bit more detail into the various types of equipment in the game, and then after that I'll go into more detail about the classes.

Miscellaneous

Challenge of Wishes - Introduction

So, by this point you've probably already seen the game title and are beginning to dismiss it. And I wouldn't blame you. It wouldn't have been too long ago that I was the same way, seeing the type of unimaginative names used by people, and already assuming that it's indicative of a poor title. I'm not going to be trying to dissuade anyone that I'm doing anything different here. Why try to fight the ingrained mindset of the RPG Maker community? I've been around long enough to know better.

No, what I'm going for here is to finally try to shake myself of all my misconceived notions, and get back to my core. Having been a part of the community for so long has certainly given me some fascinating insights into the way things work. But at the same time, many of these have also been affecting the way I make games. Looking at my RMN submissions will reveal that I do have a number of projects that I get part way through before giving up, and usually it's because I hit a wall where my writing or graphical skills just plain fail me. I get frustrated because what I have in my head just can't get on to the computer screen. My big plans are just too much for my skills to handle. And another was because I ended up OVERPLANNING so much that I just didn't want to work on it anymore.

And this is where Challenge comes in. My goal with Challenge is to stop worrying myself over my lack of graphical talent, and my issues with writing and plot. The Dungeon Crawler genre is, in fact, perfect for what my skills have always been: Game mechanics and balance. If I can just work on only what my skills are, and try to keep my weaknesses to a minimum, Challenge should be the springboard I've needed.


But I don't want to bore any readers with philosophical stuff like this. I'm sure you would rather see more about the game itself. In my next few posts, I'm going to talk about my plans for the basic game layout, followed by the various classes and their abilities. As well, leave comments about anything you'd like me to talk about, and I'd be more then happy to oblige.
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